/** * Install a custom EGLConfigChooser. * <p> * If this method is called, it must be called before * {@link #setRenderer(Renderer)} is called. * <p> * If no setEGLConfigChooser method is called, then by default the view will * choose a config as close to 16-bit RGB as possible, with a depth buffer * as close to 16 bits as possible. * * @param configChooser */ public void SetEGLConfigChooser(EGLConfigChooser configChooser) { if (this.mRenderer != null) { throw new IllegalStateException("setRenderer has already been called for this instance."); } this.mEGLConfigChooser = configChooser; }
/** * Inform the view that the activity is resumed. The owner of this view must * call this method when the activity is resumed. Calling this method will * recreate the OpenGL display and resume the rendering thread. Must not be * called before a renderer has been set. */ public void OnResume() { if (this.mEGLConfigChooser == null) { this.mEGLConfigChooser = new SimpleEGLConfigChooser(true); } this.mGLThread = new GLThread(this.mRenderer); this.mGLThread.Start(); this.mGLThread.SetRenderMode(this.mRenderMode); if (this.mHasSurface) { this.mGLThread.SurfaceCreated(); } if (this.mSurfaceWidth > 0 && this.mSurfaceHeight > 0) { this.mGLThread.OnWindowResize(this.mSurfaceWidth, this.mSurfaceHeight); } this.mGLThread.OnResume(); }